analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.
$ npx -y skills add arjun988/blender-skills --skill vehicle-artist --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/vehicle-artistContext preview
The summary Claude sees to decide when to auto-load this skill.
Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.
name: vehicle-artist description: Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: vehicle, car, truck, aircraft, plane, ship, boat, mech, tank, motorcycle, transit, chassis, bodywork related-skills: hard-surface, blender-modeler, materials, lod-pipeline, collision-proxy, export-pipeline
Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.
1. **Proportion blockout first** — Wheelbase, cabin, mass distribution 2. **Centerline symmetry** — Mirror early; break only for damage/wear 3. **Panel flow** — Seams follow stamped/assembled construction 4. **Functional readability** — Lights, intakes, doors, wheels read clearly 5. **Separate systems** — Body, wheels, glass, interior, lights as objects
Ortho refs → Chassis blockout → Body volumes → Wheel/suspension → Panel breaks → Booleans/cutters → Bevels → Glass/lights → Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export
| Object | Why | |--------|-----| | `SM_Vehicle_Body` | Main shell | | `SM_Vehicle_Wheel_*` | Spin / steer | | `SM_Vehicle_Glass` | Transparency / sorting | | `SM_Vehicle_Light_*` | Emissive materials | | `SM_Vehicle_Interior` | Cull on distant LODs |
| LOD | Focus | |-----|-------| | LOD0 | Full panels, interior if visible | | LOD1 | Simplified panels, remove micro | | LOD2 | Body + wheels + glass only | | LOD3 | Impostor / ultra-low hull |
Use `lod-pipeline` for generation and validation.
| Topic | Reference | Load When | |-------|-----------|----------| | Proportion Blockout | `references/proportion-blockout.md` | When needed | | Vehicle Object Split | `references/vehicle-object-split.md` | When needed | | Vehicle Lod Targets | `references/vehicle-lod-targets.md` | When needed |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows…
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before…